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internal/graphicsdriver/playstation5: separate the shader part
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hajimehoshi committed May 19, 2024
1 parent 002e375 commit 657e04d
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Showing 2 changed files with 27 additions and 4 deletions.
4 changes: 0 additions & 4 deletions internal/graphicsdriver/playstation5/graphics_playstation5.go
Original file line number Diff line number Diff line change
Expand Up @@ -153,7 +153,3 @@ func (s *Shader) ID() graphicsdriver.ShaderID {
func (s *Shader) Dispose() {
C.ebitengine_DisposeShader(C.int(s.id))
}

func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
// TODO: Implement this.
}
27 changes: 27 additions & 0 deletions internal/graphicsdriver/playstation5/shader_paystation5.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,27 @@
// Copyright 2023 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

//go:build playstation5

// This is a separated pure Go file so that the `shaderprecomp` package can use this without Cgo.

package playstation5

import (
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)

func RegisterPrecompiledShaders(hash shaderir.SourceHash, vertex, pixel []byte) {
// TODO: Implement this.
}

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